Showing posts with label Brian Aldiss. Show all posts
Showing posts with label Brian Aldiss. Show all posts

Sunday, 5 July 2015

Brian Aldiss - The Malacia Tapestry (1978)

"'Somebody told me that Satan has decided to close the world down, and the magicians have agreed. What would happen wouldn't be unpleasant at all, but just ordinary life going on more and more slowly until it stopped absolutely.'
   "'Like a clock stopping,' Armida suggested.
   "'More like a tapestry,' Bedalar said. 'I mean, one day like today, things might run down and never move again, so that we and everything would hang there like a tapestry in the air for ever more.'"


'The Malacia Tapestry' is a lyrical Fantasy about a stagnating magical city. Following on from his experimental New Wave works 'Report On Probability A' (1967) and 'Barefoot In The Head' (1969) but before his re-invigoration of hard SF with the Helliconia trilogy (1982 - 1985), Brian Aldiss turned to Fantasy to explore his usual themes of degeneration and decay. Like the later Viriconium novels, the only other books it much resembles, 'The Malacia Tapestry' forgoes traditional plot in favour of atmosphere, generated by some of Aldiss's finest prose. The impoverished actor Perian de Chirolo undergoes a series of misadventures in the city of Malacia, cursed by ancient magicians never to change, and the course of these events reveal the life of the city, in which myth and superstition have mingled inseparably with very real magic. Malacia is rendered in hyperreal, magical realist intensity, its languid decadence allowing Aldiss to reflect on the nature of art and the necessity of change.
   Much of the distinctive flavour of 'The Malacia Tapestry' comes from its invocation of the grotesque and the grime, something it shares with Viriconium but descends back to Mervyn Peake's Gormenghast books. Perian and his actor friends are all heavy-drinking, philandering lowlifes, as comic as they are tragic, and the image of the plague-ridden corpses being airlifted through the sky on inflatable balloons to infect the camps of the invading Turkish army is equally ridiculous and horrifying. As well as creating a compelling tone, this approach allows Aldiss to ground the novel, making Malacia feel more real and lived-in than your standard high Fantasy setting, which in turn allows him to blur the line between magic and myth within the story. Malacia features winged humans, dinosaurs, (called 'ancestrals' by the Malacians), and magicians, placing it firmly in the realm of the fantastic. However, the magicians don't use their powers to fight evil, but sell fortunes and perform tricks for bored tourists by the side of the road, the winged humans are not angels but are just another kind of people, who interbreed with normal humans to have children with vestigial wings, become frustrated housewives, and lose their ability to fly as they get older, and the dinosaurs are either used as domestic animals or hunted for sport by the upper classes. Thus Aldiss subverts the fantastical elements in the story by making them mundane.
   Aldiss then goes on to explore the interaction between the magical elements and the myths and superstitions of the Malacians. The city of Malacia has its own distinct culture, which is different from ours partially because it has been shaped and molded by these fantastical elements, however the ambiguity between what is real and what is myth makes it difficult to tell by how much. Malacian cosmology is an inversion of the Christian creation - they believe that the world was created by Satan, and that God appeared later to rebel against him and act in the interest of humans. Magicians, who worship Satan, and symbolise stasis, coexist with priests who worship God, who symbolises change. Thus the people of Malacia live their lives caught between these two opposing forces not of Good and Evil, but of Law and Chaos. Malacia's ancient curse preventing change symbolises the encroaching victory of Law, a society sliding into its own decadence. However, how much of this is the result of the magicians' curse, and how much of it is the ruling elite of Malacia and its council brutally preserving their own power at the expense of the downtrodden and exploited working class, is left to the reader to interpret. Aldiss hints at how seriously we shouldn't take the Malacian's own traditional views in the use of 'ancestrals' to describe the dinosaurs, and Perian's father's research into the Malacian's evolution that suggests they are descended from the dinosaurs, despite the characters' blatant mammalian natures.
   All of this hints towards the political thrust of the book. Despite the best efforts of the ruling council, rebellion is fermenting in Malacia due to the horrific conditions faced by the city's large, working class population, whose exploitation keeps the aristocracy of Malacia in power. Aldiss explores how the feudal societies standardly depicted in Fantasy would be fairly miserable for the majority of the population, and the necessity of social change to give more power to the people. The Malacian aristocracy are all portrayed as hopelessly decadent, self-absorbed and manipulative, whilst the working class cast of Bengstohn's play are much more sympathetic, their anger stemming from the struggles they face trying to make the best of life in a system that is unfairly stacked against them. Bengstohn hopes that his play, captured by the new medium of his innovative photo system, will spread his message that the ruling classes are morally bankrupt and prove a useful tool for bringing down the whole stagnant system. Thus, the actors in his play will play a part in bringing change to Malacia, ironically by standing still for long stretches of time while his device captures the image. Aldiss also explores how resistant people are to change, and how insidiously the forces that maintain the status quo enforce themselves on people's world view. Perian, as an actor with an academic father and a well-married sister, codes as middle class, but to all intents and purposes he lives in comparable poverty to the rest of Bengstohn's workers. However, his greatest desire is not to overthrow an unfair system that does him no favours, but to become part of the ruling class himself, improving his lot but doing nothing for anyone else. Perian complains that the plot of Bengstohn's play is unoriginal and cliche-ed, its moral too obvious, but he remains impervious to its message until he lives out the plot in exact detail himself. It is this alone that is sufficient to awaken the revolutionary instinct in himself, rather than the message in any art.

Wednesday, 12 June 2013

George R. R. Martin - A Song Of Ice And Fire Book One: A Game Of Thrones (1996)

"'The common people pray for rain, healthy children, and a summer that never ends,' Ser Jorah told her. 'It is no matter to them if the high lords play their game of thrones, so long as they are left in peace.' He gave a shrug. 'They never are.'"


Perhaps the most surprising thing about 'A Game Of Thrones', the first volume in George R. R. Martin's sprawling 'A Song Of Ice And Fire' series, is how focused it is. It has a cast of thousands, nine of which are viewpoint characters, yet it rattles along at a healthy pace despite its 800-odd pages, and there is something thoroughly elegant about how the different strands of the plot unfold to their grim conclusions.
   'A Game Of Thrones' is most assuredly Fantasy, from the detailed maps at the front of the book to the appendix detailing all the different family lines, replete with house sigils and words. But in many ways it's a deconstruction of modern fantasy as we know it, and of the various tropes and assumptions that are the very lifeblood and appeal of Fantasy as a genre.

Always start your book with a map. Preferably two.
  Tolkien's influence is pretty much as unavoidable in modern fantasy literature as, say, Star Trek's is on TV space opera. Martin is undoubtedly influenced by Tolkien, but while some books written in his wake have done little more than recycle the same character archetypes and symbols, Martin proves that by playing around with and subverting them there's still a lot of life and appeal left in them. So there is no dark lord waiting in Mordor with the serial numbers filed off here. There are no shining heroes either - many of the characters are deeply unpleasant, and even the characters with more heroic tendencies are far from perfect, and capable of making shocking mistakes. Magic exists - or at least, we have dragons and the zombie-like white walkers, but most of the people think they are extinct or legends.
   More than anything, though, there is a realistic focus on the feudalistic, medieval-ish setting that is the default for most Fantasy literature, and what it would really mean to live in such a society, especially for those disenfranchised by such a system. Amongst our viewpoint characters, we have Jon Snow, a bastard born to a Lord's family who is treated with contempt by his father's wife and will never be able to live the life given to his brothers and sisters born in wedlock; Tyrion Lannister, whose dwarfism mean that despite being intelligent, charming and by far the most likable character in the book he is an outcast treated with contempt by his father; and Daenerys Targaryen, a thirteen year old girl sold as a wife to the Dothraki in exchange for warriors by her vicious and power-mad brother. Experiencing the world of Westeros through their eyes strips away the romantic sheen from the age of chivalry and exposes just how harsh and difficult live could be in such times if you weren't a rich, white male (plus ca change....).
   In a lesser author so many different viewpoint characters could be confusing, (it's still helpful Martin states at the header of the chapter who's view it is), but Martin uses this device really well. It allows him to explore the fictional world through a variety of conflicting viewpoints, so we see many of the main characters, as well as things that happen, in different lights, helping to create a richly developed world. Additionally, Martin uses reminiscences or asides in one viewpoint character's chapter to set up Chekhov's guns for other characters. So for instance, when Tyrion remembers his past fascination with Aerys Targaryen's dragon skulls stored in the basement at the Red Keep in King's Landing, it tells us something about Tyrion's character, but also sets it up so that when Arya runs into 'monsters' while chasing cats we know what they are, even if she doesn't. It's an elegant way of making the text do extra work, which , in a volume this dense, is definitely appreciated.
   One of the main themes of the book is honour, and whether or not it's possible to have it in a society that doesn't really value it. This comes back round again to deconstructing the whole idea of chivalry. Many of the book's most unpleasant characters are lords and ladies, or indeed PRINCES. They show again and again that it is possible to behave in a courtly manner and still be a complete monster. I really enjoyed the chapters from Sansa's viewpoint, much as I don't care for the character. Basically she's tragically wrong genre savvy. A young girl who finds herself betrothed to the Prince, she declares herself hopelessly in love with him and is super excited about going to court and meeting noble knights like in the stories she loves. She's so blinded by her vision of how she thinks things should be it's far too late by the time she realises what is blindingly obvious to everyone else - that Prince Joffrey is spoilt, cruel and vile, and many of the Lannisters and their hangers on are not much better.

The Lannister words are "We're jerks! Except for Tyrion. He even gets to slap Joffrey. It's awesome."

   The book also questions what good honour and chivalry are, really, in the scheme of things. Following the climactic battle, Tyrion meditates on this, thinking about a knight he saw drown trying to cross a river in his full armour:

"Crossing a river at night on a crude raft, wearing armour, with an enemy waiting on the other side - if that was gallantry, he would take cowardice every time. He wondered if Lord Brax had felt especially gallant as the weight of his steel pulled him under the black water."

This cynicism extends to the narrative. This is a book in which no noble dead goes unpunished. Lord Eddard Stark, one of the few truly honourable characters in the book, reveals to Cersei Lannister that he knows her secret and is going to tell King Robert, giving her a chance to escape, when he knows that the previous man in his position was killed by the Lannisters to keep this secret. Unsurprisingly, this pretty much winds up getting him killed. Similarly, Daenerys' attempt to prevent the Dothraki warriors from raping a maegi leads to the death of her husband and her unborn son. But then this links in to how self-centred the viewpoint of even the sympathetic characters like Eddard and Daenerys are. Eddard is so bound to his honour he cannot see how his rigid adherence to it has wound up ruining other people's lives, until it's too late and his family is in danger; similarly Jon Snow is genuinely surprised to find out that his peers perceive him as a smug bully, because while he is a bastard, he was brought up in the Stark household and has the advantage of their wealth, education and training that wasn't available to his peers.
   'A Game Of Thrones' wears its Fantasy colours on its sleeve, but Martin has written SF in the past, and names many SF authors as influences. This comes through in the well-developed and convincing world building. We very much get a sense of Westeros as a real place, in some ways that almost feel SFnal. The central story, with its rival dynasties, echos Frank Herbert's Dune series as much as any fantasy narrative, and while we never get an explanation for Westeros' unusual season cycles, with summers and winters lasting many years, there's always an underlying feeling that it could be explained away in a scientific manner, like, say the aeons-long seasons in Brian Aldiss' Helliconia trilogy.
   While 'A Game Of Thrones' is thoroughly engaging, exciting and entertaining, it's not perfect. Juggling so many characters in so many different places is a tricky balancing act at the best of times, and while Martin rarely falters in this book, the strain shows in places, and it's going to be difficult to maintain the focus 'Game' has over the following six books. Trigger warning - there is a whole lot of rape in this book. For the most part, it's played for drama rather than exploitation, and is there to highlight just how bad things were for women in medieval times and that raping was just one of the things armies did after a battle was won and it was just accepted, which is of course A BAD THING. However, Martin does go to this well a lot, to the extent that the reader starts to get numb to it, and it's just something that's frequently happening in the background. I don't think this is intentional on the part of the author, but it is an issue that needs treating with sensitivity and care, rather than slapped on to garnish a battle scene to make the story seem more gritty.
   There is a sense of Diabolus Ex Machina in some of the more outlandish plot developments - things don't just go wrong, they go wrong in the most gut-wrenchingly, barkingly mad way possible. My personal favourite of these is when Catelyn Stark, on the run from the Lannisters and with Tyrion captive, goes to her sister Lysa for help, only for us to find out that Lysa is petulant, spoiled and completely insane, and that Lysa's son, heir to a powerful house and vital tactical hold, is a simpering mummy's boy still breastfeeding at the age of six. Fortunately, these are pretty evenly distributed across all the opposing factions, to the extent that in the end it kind of works out more like Texas Chainsaw Massacre, where it's just a super bad day for everyone involved. Joffrey's villainous triumph, where he executes Ned Stark, actually winds up being a woeful tactical error, leaving the Lannisters with nothing to bargain with when the Starks capture Jaime Lannister and inciting the houses of the north to swear fealty to the Starks instead. Martin's fondness for brutally killing off beloved characters rivals Joss Whedon's, and while that can give a thrilling sense that anything can happen and everything is up for grabs, it can also get off-putting. The last section of the book, with Ned Stark's shocking death and Sansa being forced to look at his severed head by an insufferably smug Joffrey, is almost unremittingly dark. However, the book ends with an image of death and rebirth, and dragons, which does make everything better. Roll on book two!


 

Thursday, 2 May 2013

Brian Aldiss - Non-Stop (1958)

"Adversity makes thinkers of us all. Only now, when the long journey means no more than a retreat into darkness, do I begin to question the sanity behind the whole conception of inter-stellar travel. How many hapless men and women must have questioned it on the way out to Procyon, imprisoned in this eternal walls! For the sake of that grandiose idea, their lives guttered uselessly, as many more must do before our descendants step on Earth again. Earth! I pray that there men's hearts have changed, grown less like the hard metals they have loved and served for so long. Nothing but the full flowering of a technological age, such as the Twenty-first Century knew, could have launched this miraculous ship; yet the miracle is sterile, cruel. Only a technological age could condemn unborn generations to exist in it, as if man were mere protoplasm, without emotion or aspiration.
   "At the beginning of the technological age - a fitting token to my mind - stands the memory of Auschwitz-Berkenau; what can we do but hope that this more protracted agony stands at its end: its end for ever, on Earth, and no the new world of Procyon V."


The spaceship is central to the iconography of SF. Spaceships are fast and powerful, a symbol of freedom and exploration, of humanity's ingenuity, the means by which they will take their rightful place among the stars. Who can deny the immediate sense of wonder generated by those images, or that Pavlovian response generated by the name or shape of the Enterprise or the Millennium Falcon? To many, spaceships are what makes a story SF. Therefore, it takes an author of some audacity to so brutally deconstruct the idea of the spaceship in their first full length SF novel as Brian Aldiss does in 'Non-Stop'.
   In its short history, the reality of space travel has always been very different from how it is portrayed in fiction. As much as SF writers love to go on about what a harsh, unforgiving medium space is, space travel is overwhelmingly portrayed as fun. As much as Picard and co. run into danger every week, they get to do so in luxury in their all-mod-cons giant floating conference hotel. While this is instantly appealing, and undoubtedly if humanity continues with this space travel malarkey I'm sure things will eventually improve, the reality of space travel is simply much less glamourous and much more dangerous. The other key issue SF frequently takes for granted is, of course, the massive distances in space and the huge amount of time it takes to traverse them, if we're playing by the rules of Einsteinian physics. Poul Anderson's 'Tau Zero' explores one realistic method of travelling the vast distances of space (albeit not very dramatically satisfyingly, in my humble opinion), but in 'Non-Stop' Aldiss explores another practical solution to this problem - the generation ship. A generation ship solves the problem that journeys between the stars would take several human lifespans by allowing it to do just that - the descendants of the original crew will eventually arrive at the ship's destination.
   The characters in 'Non-Stop' don't realise they are on a spaceship. It's one of several theories circulating to explain the world they are living in, but for Roy Complain, average hunter for the Greene tribe, he is too busy struggling to survive day to day, hunting for the tribe and fighting off threats, from the mysterious Giants and Outsiders to frighteningly intelligent rats. However that all changes when the power-hungry priest Marapper finds a plan of the ship, and leads Complain and a bunch of misfits in a desperate attempt to find the control room and seize control of the ship for themselves.
    'Non-Stop' is so effective in part because of how wisely Aldiss handles the reveals. It doesn't take us long to figure out we're on a spaceship; indeed, writing this Aldiss must have known this would have been given away fairly immediately by the blurb and the cover art anyway. However it quickly becomes apparent something more complex is going on; this is revealed to our point-of-view characters piece by piece, as nearly everyone they encounter has only parts of the information, so we only get the full story at the end. This results in a darkly humourous game of 'Fortunately, Unfortunately', as each time our characters learn more about their situation, this information is almost immediately subverted. Aldiss' plotting is so tight, and there is sufficient foreshadowing, that each reveal is a surprise yet it never feels like a cheat.
   Aldiss also displays an almost Ballardian zest at displaying the collapse of society under pressure. The ship suffered a disaster, and the images of people living in its decaying quarters amongst machines they no longer understand the function of whilst plants from hydroponics have overrun the decks is like something out of 'High Rise' or 'The Drowned World'. This is also echoed in the verve with which he examines the downfall of various petty authority figures as their conceptions of reality are shattered and the situation spirals even further out of control.
   I felt I had to include the quote above in full, from the original captain's diary found by the characters at a crucial moment, to illustrate how far Aldiss goes in his trashing of the generation ship. To Aldiss, the major problem with this form of transport is not that so much can go wrong; although everything does and with aplomb. It's that it is essentially a form of institutionalised cruelty to resign the fate of entire unborn generations to something they didn't choose, just so they can be a stepping stone for a generation to come. At the end of the book, Complain finds out that the ship had reached Earth generations ago, but the Earth governments had decided that the ship dwellers were a potential bio-hazard and so had quarantined them in orbit indefinitely, whilst keeping them all in the dark. When one of the Earth men explains that they were doing it for the ship dweller's own good, Complain rightly calls him out on being patronising and self-serving.
   'Non-Stop' is, like much SF, a coming of age story at heart. Roy Complain evolves from living purely in the moment to gradually gaining more and more agency over his own situation. The story works beautifully as a metaphor for growing up. Complain starts of the story trusting authority figures such as Marapper, but by the end of the book he has seen so many people crumble because their clear perceptions of the world around them have been proved wrong. He learns that his and everyone else's assumptions of the world around them is just that - their own assumptions, worthy of questioning to uncover the truth.